The humble quadjumper strikes me as very elegant and successful design. It's powerful enough that I've had opponents uncertain if they should focus it or fenn rau first, but requires enough skill that it's not an auto win ship. It also is just a support ship so it won't close games by itself usually but it isn't hopeless if it's your last ship. The slots are also interesting and valuable without being too exploitable.
What is the best ship FFG has designed to date?
The A-Wing. captures the chaotic on edge feel of the ship perfectly, I love flying them! Especially been having fun after meta changes. It's very balanced, offers a lot of customization, almost every pilot is flyable and can be competitive. (Snap shot Arvyl is fun! Especially with prockets!) I went from a 4 A Swarm to a 2 A support and just loving it.
I'm surprised the tie interceptor isn't making many lists. It's awesomely thematic. Powerful attack, hard to hit. It high reward when you do. Probably one of the best razor's edge ship to fly. It's a shame all the Fel beating kills every other pilot of the ship.
TIE/sf. I flew that thing so much when I got back from GenCon with loads of success, while the forums were naysaying it's usefulness. I love how Lightweight Frame has encouraged people to try it out, and many have found that it isn't necessary. Turns out it was good all along. I don't think I can add much to what the original poster already said.
TIE striker is a close runner up. That title makes the ship so squirrelly - I love it!
9 hours ago, AllWingsStandyingBy said:PS: what praytell is the gunship firing out of those gigantic ordnance tubes? The X-Wing and the Y-Wing fire proton torpedoes out of relatively small little grooves on their fuselage. Could this thing be overcompensating any more?
9 hours ago, GrimmyV said:^launch tube envy?
Ha. pen15 jokes.
Edited by Mattman7306Rebel: Ghost.
Iconic thanks to the rebels tv show, many play styles, versatile, balanced, new players can fly it well, advanced players can find cool new strategies, and all the pilots & generic are useful.
Imperial: Tie Fighter.
One of the most iconic ships of all time not just in Star Wars. Many play styles from high ship count swarm, black cracks, ace ties like wampa and back stabber, blockers, and filler. Not too powerful but scary in numbers. New players find it fun to fly tie fighters and advanced players are always finding a use for them. So many pilots to choose from to adjust to playstyles.
Scum & Villiany: Aggressor.
iconic? Well most star wars fans would argue Bobba Fett as the best bounty hunter but I think IG-88 still has some claims to fame. The ship is adaptable as far as playstyle with several combos to choose from especially thanks to the title and only unique pilots, and now the IG-88D crew. The ships are fun to play but can be quite competitive too. Only down side is you have to buy two ![]()
13 hours ago, AllWingsStandyingBy said:[picture of the only thing this game lacks... the glorious Assault Gunboat]
This ugly pile of junk looks like it's the wet-dream of some Warhammer 40k player. Minimum of four excessively large cannons? Check. Giant boxes of ridiculously oversized ordnance tubes? Check. Visible rivets everywhere? Check. All it's missing is a ****-ton of skull iconography all over.
Okay OK!... stop selling... I'll buy three. Shut up and take my money already
Edited by LobokaiYou, know, I'm going to have to agree with all the Ghost comments. That is one exceptionally well-designed expansion pack. All the pieces just come together so well! It's fun to really get into those squads with all the cool characters, and lots of upgrade options. The first time I took it out, I had Sabine and Chopper on Hera's Ghost to perform a 5-speed Koiogran Turn, and use Chopper to take a damage, allowing Hera to drop the Conner Net right in front of my opponent's elite ship. That turned some heads at game night! Nobody runs that in a tournament, but it's just one of the many options that don't suck, allowing for lots of replayability.
The TIE Punishnot hands Down.
It is the best bookend I never knew that I needed.
6 hours ago, Parakitor said:You, know, I'm going to have to agree with all the Ghost comments. That is one exceptionally well-designed expansion pack. All the pieces just come together so well! It's fun to really get into those squads with all the cool characters, and lots of upgrade options. The first time I took it out, I had Sabine and Chopper on Hera's Ghost to perform a 5-speed Koiogran Turn, and use Chopper to take a damage, allowing Hera to drop the Conner Net right in front of my opponent's elite ship. That turned some heads at game night! Nobody runs that in a tournament, but it's just one of the many options that don't suck, allowing for lots of replayability.
I haven't been a fan of the large ships but I really want the Ghost now I've been watching Rebels! The characters are all really interesting.
Just watched Season 2 where A-Wings escort Ghost through the Imperial blockade, could build a list around that...
Edited by ayedubbleyooConsidering the latest announcements: The TIE-Bomber, because it is so versatile.
Ordnance
Support
Control
and soon jousting, when unguided rockets are released.
Whenever you build a list and still have to spend 20-30 points, you will find a Bomber that fits in well.
10 hours ago, Parakitor said:You, know, I'm going to have to agree with all the Ghost comments. That is one exceptionally well-designed expansion pack. All the pieces just come together so well! It's fun to really get into those squads with all the cool characters, and lots of upgrade options. The first time I took it out, I had Sabine and Chopper on Hera's Ghost to perform a 5-speed Koiogran Turn, and use Chopper to take a damage, allowing Hera to drop the Conner Net right in front of my opponent's elite ship. That turned some heads at game night! Nobody runs that in a tournament, but it's just one of the many options that don't suck, allowing for lots of replayability.
I'm going to have to disagree. The ghost is a bit TOO good for the points.
4 dice attack, decent dial, turret slot to cover blind spots, systems slot to get fcs, multiple crew slots, all behind 16 hit points with the ability to take the evade action.
All for the base cost of 35 points. Truly makes my beloved firespray weep.